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Multiple Hiders, Multiple Spotters
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<blockquote data-quote="Shard O'Glase" data-source="post: 163195" data-attributes="member: 1134"><p>How we've handled it is by sending the scout forward, who basically never gets caught since virtually no one has spot/listen as class skills. He/she then gives the all clear signal, and everyone else runs across the area into town/valley etc. If there isn't an appropriate time for an all clear signal, not avoiding a patrol, but getting through guarded gates, then the rogue sneaks in and causes a distraction of some kind. In situation one the rogue is making spot checks and listen checks, if he succeeds then the party can cross the area without anyone rolling a spot or listen since they aren't there to see them. In situation two the rogue describes making a distraciton, and based on things like the size of the distraction will determine the penalty the guards have to their spot listen checks. A successful bluff check v the guard with highest sense motive gives you a +2 to this penalty to the guards check, the level of profesioanlism gives the guards a bonus to avoid such penalties.</p><p></p><p>Random patrols in a valley that you are trying to avoid, asuming your scout hasn't steered you around them. Unless the DM really wants the party to get caught he can and should describe the area and include things like cover and concealment such as heavy bushes. If the players react quickly enough let them get to the cover/concealment and give them a large enough bonus from it for them to be able to easily hide behind it. How I've done it is describe the area with usually multiple likely options heavy bushes to your left, a downslope to the right, and a heavily shadowed overhang in front of you. The speed in which the players decide what they are doing gives them a bonus or penalty, heck if they futz around enough they are still standing in the open when the patrol comes up on them, and which place they hide in gives them certain bonuses.</p><p></p><p> Of course if the party blew their listen/spot checks, they have no time to do what I'm talking about. Which is why its good to keep at least one moderetly skilled indivdual with the party.</p></blockquote><p></p>
[QUOTE="Shard O'Glase, post: 163195, member: 1134"] How we've handled it is by sending the scout forward, who basically never gets caught since virtually no one has spot/listen as class skills. He/she then gives the all clear signal, and everyone else runs across the area into town/valley etc. If there isn't an appropriate time for an all clear signal, not avoiding a patrol, but getting through guarded gates, then the rogue sneaks in and causes a distraction of some kind. In situation one the rogue is making spot checks and listen checks, if he succeeds then the party can cross the area without anyone rolling a spot or listen since they aren't there to see them. In situation two the rogue describes making a distraciton, and based on things like the size of the distraction will determine the penalty the guards have to their spot listen checks. A successful bluff check v the guard with highest sense motive gives you a +2 to this penalty to the guards check, the level of profesioanlism gives the guards a bonus to avoid such penalties. Random patrols in a valley that you are trying to avoid, asuming your scout hasn't steered you around them. Unless the DM really wants the party to get caught he can and should describe the area and include things like cover and concealment such as heavy bushes. If the players react quickly enough let them get to the cover/concealment and give them a large enough bonus from it for them to be able to easily hide behind it. How I've done it is describe the area with usually multiple likely options heavy bushes to your left, a downslope to the right, and a heavily shadowed overhang in front of you. The speed in which the players decide what they are doing gives them a bonus or penalty, heck if they futz around enough they are still standing in the open when the patrol comes up on them, and which place they hide in gives them certain bonuses. Of course if the party blew their listen/spot checks, they have no time to do what I'm talking about. Which is why its good to keep at least one moderetly skilled indivdual with the party. [/QUOTE]
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